Crysis Warhead Walkthrough :

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Walkthrough - Weapon/Enemy Guide

Page 1

Crysis: Weapon and Enemy Guide:
&
Crysis: Warhead: Weapon and Enemy Guide:
Guide Started: March 25, 2008
by Alan Chan (joylock @ hotmail.com)
The latest version of this guide may be found at www.gamefaqs.com
The Usual:
This document is mine. Please don't rip it off or take credit for it.
That being said, feel free to post it on any site you want, provided you a)
don't make any changes to it, and b) don't charge money for it. You
don't even have to get my permission to post it (as long as it remains
unaltered), but it would be nice if you emailed me and let me know
(joylock @ hotmail.com).
However: If you do post this guide on your web site, UNDER NO CIRCUMSTANCES
REMOVE !!ANY!! PART OF IT, INCLUDING THE HEADER WITH CONTACT INFORMATION AND
DISCLAIMERS. ESPECIALLY DO NOT REMOVE THE LINE "The Latest Version of This
FAQ can be found at www.gamefaqs.com". Thank you.
Purpose of this Guide:
Despite being a fairly major release, I noticed that there aren't many
FAQs written for Crysis and its stand-alone expansion pack, Warhead.
So, I browsed through the game files and wrote this detailed FAQ
for the game's single-player weapons and enemies. I hope you find it useful.
TABLE OF CONTENTS:
CRYSIS:
GAME MECHANICS:
- The Nanosuit
WEAPONS:
- Attachments
- Backup Weapons
- Primary Weapons
- Explosive Weapons
ENEMIES:
- Enemy Soldiers
- Enemy Vehicles
- Aliens
- Bosses
CRYSIS WARHEAD:
CRYSIS WARHEAD NEW GAME MECHANICS:
CRYSIS WARHEAD NEW WEAPONS:
CRYSIS WARHEAD ENEMIES:
- Enemy Soldiers
- Enemy Vehicles
- Aliens
- Bosses
****************
*GAME MECHANICS*
*******************************************************************************
- The damage enemies take varies based on what body part is hit:
Head = 5000%
Torso = 120%
Body Armor = 75%
Limbs = 65%
Hands/Feet = 30%
- The damage the player takes also varies based on where the enemy
shoots them:
Head = 100%
Torso = 100%
Body Armor = 45%
Limbs = 65%
Hands/Feet = 30%
- Game difficulty primarily effects how quickly your health regenerates.
In Normal difficulty, your health regenerates 10 units per second in
Armor Mode, while on Delta difficulty your health regenerates 4 units
per second in Armor Mode. Game difficulty does not seem to affect
the amount of damage enemies do with their weapons, or how much health
they have.
- The 1.2 patch increases the damage done by the most common
player-fired weapons, allowing you to kill enemy soldiers with fewer shots
than in the unpatched version. The weapons mainly affected were the
pistol, FY71, and SCAR (all of whom had their damage increased by
around 50%). The stats and commentary in this FAQ were written
for the patched version of the game.
The 1.2 patch was also supposed to decrease the damage done by enemy
weapons when fired at the player, but due to a programming oversight
this never happens, as weapons do the exact same amount of damage
whether used by the player or by enemy soldiers. As a practical result,
after the patch enemies can survive fewer shots, but this also applies
to the player.
===============
=THE NANOSUIT:=
===============================================================================
- In Crysis, you have 100 units of health, and your nanosuit will
gradually regenerate any health you lose after taking damage. On
Normal difficulty, health recharges at a rate of about 10 units per
second in Armor Mode, and 5 units per second in all other suit
modes. Note that your health recharges at a rate of only about 70% if
you're moving instead of standing still. Also, if you take damage, your
health recharge will be interrupted, and it'll take about a second or
two before your health starts recharging again. Also note that your
health regeneration rate is affected by difficulty; on Delta difficulty,
you only recharge health at a rate of 4 units per second in Armor
Mode, and 2 units per second in any other mode.
- Besides health, you also have 100 units of suit energy, which powers
the various special functions of your nanosuit. Suit energy recharges
at a rate of about 20 units per second. Unlike health, suit energy
recharges constantly, and won't be interrupted even if you take
damage.
- Additionally, your nanosuit acts as heavy body armor and
significantly reduces the damage your health takes from enemy
attacks. For example, while an enemy assault rifle normally does 80
damage per hit, your health will only take about 20 to 30 damage.
Unfortunately, your Armor Mode shield doesn't benefit from this
reduced damage, and takes full damage from enemy attacks.
- Finally, your nanosuit has 4 different functional mode, each mode
uses suit energy to perform a different special function. Intelligent
tactical use of each of your 4 suit modes will aide you greatly
throughout the game.
ARMOR MODE: Armor Mode is the default mode of your nanosuit.
While in Armor Mode, your suit energy serves as a "shield", and any
damage you take will be subtracted from your suit energy instead of
your health. Only when your suit energy is depleted by gunfire will
you take direct damage to your health. Your health also regenerates
twice as quickly as normal when you're in Armor Mode.
Unfortunately, your Armor Mode shield actually isn't all that strong: it
only lets you take 2 or 3 bullets more than you could in any other
mode. For example, a single hit from an enemy assault rifle will take
off 80 of your 100 units of suit energy. This is because your Armor
Mode shield takes full damage from enemy attacks, instead of
benefiting from your suit's damage-reducing body armor like your
health does.
However, 2 or 3 bullets can mean the difference between life and
death. Also, your shield energy constantly regenerates, even while
you're taking damage from automatic gunfire, so even after the first
couple of hits, it still provide a slight, constant cushion absorbing
some of the damage you're taking to your health. Armor Mode also
allows you to survive attacks that would otherwise kill you (i.e. a
single sniper round is normally fatal, but in Armor Mode it merely
knocks out your shield and takes you down to about 50% health).
STRENGTH MODE: Strength Mode, which causes your nanosuit to
glow red, greatly increases your physical strength. It allows you to
jump higher (with a vertical leap of more than 12 feet), punch harder,
and throw objects with more force. It also lets you aim and fire your
weapon much more steadily; Strength Mode causes your crosshair
to drift less when you're aiming through a sniper scope, and it also
reduces the bullet spread when firing an automatic weapon,
especially the minigun.
With Strength Mode, you can kill enemies with a single punch, or
throw an object such as a barrel or crate at them for an instant kill
(without strength mode, thrown objects usually only knock enemies
down for several seconds).
Each application of Strength Mode costs a different amount of suit
energy;
Jumping: 35 units per jump
Throwing: 12 units per throw
Melee Attacks:10 units per punch
Firing: 3.5 units per shot when firing a weapon
SPEED MODE: Speed Mode, which causes your suit to glow yellow,
greatly increases your speed. In speed mode, you walk at the same
speed you normally run. You can also run in Speed Mode, about as
fast as a speeding car. Walking in Speed Mode doesn't use up suit
energy at all. However, running in Speed Mode uses up suit energy,
and very quickly too. You can only run for a total of about 3 seconds
before your suit runs out of energy. Even with your suit energy
depleted, you can still walk in Speed Mode at the same speed you
normally run. Speed Mode also allows you to punch and melee
attack faster, at a slight cost in suit energy per punch/melee strike.
CLOAK MODE: Cloak Mode is a Predator-like cloaking device which
renders you invisible to enemies. While in Cloak Mode, you can
sneak past enemies without them noticing you. It even helps you
escape from enemies who are already alerted to your presence and
firing at you (although enemies will still occasionally spray wildly at
your previous known position or chuck a frag grenade at the place
where they last saw you).
Cloak Mode constantly uses up suit energy; the rate at which it uses
up energy depends on how fast you're moving. When standing still,
the cloak uses up 1 unit of energy every 2 seconds, allowing you to
remain cloaked for almost a minute and a half. When walking
normally, you use up more than 9 units per second, allowing you to
move for about 10 seconds before decloaking. To reduce the cloak's
power consumption, try moving slowly while crouched. When your
suit energy is reduced to about 10 units, Cloak Mode automatically
shuts off, and the suit defaults back to Armor Mode.
The cloak is very good, but not perfect. It emits a slight buzzing
sound, and you still cast a shadow on the ground. Functionally,
enemies will be able to notice you if you're standing about a dozen
feet away from them.
If you fire your weapon or perform an attack while in Cloak Mode,
your suit energy will automatically drop to 0, and you'll be booted
back into Armor Mode and forced to dive for cover from all the
enemy soldiers who can suddenly see and shoot at you. A much
better strategy is to manually switch to Armor Mode, fire your
weapon, then quickly switch back to Cloak Mode. Because this
doesn't empty your suit energy, this allows you to pick off enemies
one-by-one, while still remaining hidden. You even regain about 10
to 20 units of suit energy during your brief attack period in Armor
Mode.
In the jungle, it's a good idea to hide in foliage, then switch to Armor
Mode to recharge your suit energy. Enemies can't see you when
you're hiding in foliage or tall grass. Use the cloak to move from
foliage to foliage to sneak past enemy patrols.
**********
*WEAPONS:*
*******************************************************************************
- In Crysis, you are allowed to carry 2 primary weapons, 1 backup sidearm,
as well as a missile launcher, C4 charges, and an assortment of grenades.
All weapons and ammo have to be manually picked up with the USE key;
simply running over them doesn't do anything except kick them around.
- Ammo in Crysis is persistent. If you have 300 spare bullets for your SCAR
rifle, and drop your SCAR rifle, when you pick up a SCAR rifle a few
levels later, you'll find that you'll still have those 300 bullets in
reserve.
- Most weapons do reduced damage as range increases. Short-range weapons
such as the submachine gun are more affected than long-range weapons
such as the assault rifles. Attaching a silencer to a weapon causes
that weapon's bullets to dramatically decrease in power as range
increases.
- The 1.2 patch increases the damage done by the most common
player-fired weapons, allowing you to kill enemy soldiers with fewer shots
than in the unpatched version. The weapons mainly affected were the
pistol, FY71, and SCAR (all of whom had their damage increased by
around 50%). The stats and commentary in this FAQ were written
for the patched version of the game.
The 1.2 patch was also supposed to decrease the damage done by enemy
weapons when fired at the player, but due to a programming oversight
this never happens, as weapons do the exact same amount of damage
whether used by the player or by enemy soldiers. As a practical result,
after the patch enemies can survive fewer shots, but this also applies
to the player.
==============
=ATTACHMENTS:=
===============================================================================
- Each of the game's weapons can be modified with various nanotech-
created attachments, such as silencers, scopes, and undermounted
grenade launchers. You can acquire new attachments by collecting a
weapon with that attachment on it. There are 5 different categories of
attachments, however not all weapons can fit all 5 categories (i.e. a
shotgun can be outfitted with a flashlight/laser pointer and a scope,
but not a silencer or a grenade launcher).
- Once collected, an attachment is permanently in your inventory.
For example, if you attach a sniper scope to a rifle, then drop
that rifle, you won't "lose" the sniper scope, and will still be
able to attach it to all your other weapons.
(1):
Silencer: A silencer reduces the noise produced by a firearm, thus
preventing enemies from being alerted to your presence when you
fire that weapon. Normally, when you fire a weapon, the enemy will
hear the noise, spin around to your direction, and move to your
location to investigate. With a silencer equipped, the enemy won't be
able to tell where the shots are coming from (although they may
move to investigate the area where you bullet LANDED, as it makes
a noise on impact). The BIG DRAWBACK to the silencer is that it
causes your bullets to rapidly lose power as distance increases. At
50 meters or more, you bullets barely hurt enemies; you might as
well be shooting spitwads at them. Because it seriously reduces the
damage your weapons do, I generally recommend not equipping the
silencer by default, only in specific situations when you want to be
stealthy. As a stealthy Delta Force special forces soldier, you begin
the game with this attachment available.
(2):
Laser Pointer: A laser aiming module that creates a red target dot on
whatever you aim your weapon at. This replaces your crosshair
when you have it equipped, and it serves a similar function. The
laser pointer also makes your weapon much more accurate, by
decreasing the spread of the bullets. It's GREAT if you like running-
and-gunning "from the hip". Although the laser emits a bright red
beam that gives away your location, enemies don't seem to be able
to see it at all (multiplayer is a whole different story). A laser pointer
can first be obtained at the enemy HQ near the beginning of Mission
3: Relic; you can get it from a submachine gun dropped by one of the
KPA Special Forces soldiers sent in as reinforcements during your
attack.
Flashlight: A flashlight attached to the barrel of your firearm, for
manuevering in the dark. If only they had these on Mars (a crack
which you've probably already heard a thousand times). Unlike your
Nightvision goggles, the flashlight doesn't use up battery power and
can be kept on indefinitely. The drawback is that enemies can see
your flashlight beam. If you've got one on while cloaked, enemies will
be able to spot you regardless of your cloak (why they can't likewise
spot the laser pointer is anyone's guess). Like the silencer, you start
the game with this attachment available.
(3):
Grenade Launcher Attachment: An undermounted grenade launcher
that fires a grenade shell, which explodes on impact. The shell is
affected by gravity and travels in an arc, but still travels reasonably
far with a range of more than a few dozen feet. Rifle grenades have
a smaller splash damage radius than frag grenades, but are still
effective against enemy infantry and light vehicles (LTVs and patrol
boats). You can carry a total of 10 rifle grenades (plus 1 in the
chamber). Rifle grenades are pretty rare, and can only be found in
enemy armories or weapon stockpiles.
Tactical Attachment: The tactical attachment fires a tranquilizer dart
that knocks out enemy soldiers for 60 seconds. The dart is
completely silent, and is a good way to take down a KPA soldier
without alerting other nearby enemies. You'll probably want to run
over to them and either shoot them in the head with a silenced shot,
or melee them to death, otherwise they'll just get back up again after
a minute. You have an unlimited number of darts, but you have to
wait 10 seconds after firing a dart before you can fire another one.
You start the game with this attachment available.
(4):
Iron Sights: The basic iron sights attached to the weapon by default.
Iron sights provide only a very slight zoom, but allow you to target
enemies more accurately that just firing from the hip with the
crosshair. When firing from iron sights (or any scope), you also get
less bullet spread during automatic fire. It takes some skill and
practice to aim with these properly. They also obstruct the bottom
half of the screen when you're aiming down them.
Reflex Sights: A red dot reflex scope. Provides only a very slight
zoom, but is easier to aim with than iron sights, as the red dot inside
the scope indicates exactly where your bullet will hit. The reflex
scope also gives you a clearer view than iron sights, as the lower
half of the screen isn't obstructed by the weapon itself. You start the
game with this attachment available.
Assault Scope: The assault scope provides a fixed 3x zoom, allowing
you to target more distant enemies than with the naked eye alone.
This makes medium-long range combat much easier, although it's
not really powerful enough for true long-range sniping. You can first
acquire an assault scope by picking up a precision rifle from an
enemy sniper or stockpile in Mission 2: Recovery.
Sniper Scope: The best scope available for long range combat, the
sniper scope is a variable scope that features a 3x and a 10x zoom,
allowing you to snipe enemies from long range. This works great for
both assault rifles and sniper rifles, and allows you to pick off
enemies from relative safety. You can get a sniper scope in Mission
3: Relic off an enemy sniper's precision rifle.
(5):
FY71 Normal Ammo: The normal ammo for the Korean FY71 assault
rifle.
FY71 Incendiary Ammo: Incendiary rounds for the FY71. These are
very powerful; they can kill enemy soldiers in just 2 hits, and also
work well against the basic alien enemies. Unfortunately, they're
rather rare, and can only be found at certain very specific enemy
weapon stockpiles. You can first acquire incendiary rounds at the
end of Mission 4: Assault, in a warehouse armory inside the enemy
harbor. You can carry 300 rounds of incendiary ammo, plus 31
rounds in the clip (the same amount as normal FY71 ammo).
=================
=BACKUP WEAPONS:=
===============================================================================
Fists:
Damage: 80
DESCRIPTION:
These are your hands. Obviously, you'll always have them (you'd
really be in trouble if you didn't). You can punch enemies for decent
damage; most enemies die after about 3 to 4 punches. You can also
use Strength Mode to increase the damage of your punches,
allowing you to kill any standard enemy soldier with a single punch.
Punching isn't particularly practical, especially in a large firefight, but
it's a fun way to take out lone enemies.
You can also perform a melee attack with any of your firearms. The
damage varies from 50 to 80 depending on the firearm (i.e. the pistol
does 50 damage, the minigun and alien MOAC do 80 damage, while
most weapons including rifles do 65 damage). Meleeing is a good
way to deal with enemies if they somehow end up right in your face.
ENEMY USAGE:
Enemy soldiers will never fight bare-handed, but they can melee you
with the butt of their firearms at close range.
=====
Pistol:
Faction: U.S.A. and North Korea
Damage: 60
Rate of Fire: 450 rpm
Clip Size: 20 (+1 in the chamber)
Max Ammo:
Single Pistol: 200 + 21
Dual Pistols: 200 + 42
Damage Drop: After 25 meters, 0.3 per meter
Attachments: (1) (2)
BRIEF BLURB:
A pistol, which you'll always carry as a sidearm along with your 2
primary weapons. Makes a decent backup weapon, but isn't as good
as a primary weapon in a firefight. Can fire in 2-shot bursts for
quicker takedowns, but this also results in increased recoil. Can also
be dual-wielded, increasing the number of bullets you can fire before
needing to reload (dual-wielding does not increase your rate of fire,
as you fire the pistols alternately instead of both at once).
DETAILED DESCRIPTION:
Modeled on the USSOCOM pistol (aka the H&K Mk23 pistol), this
sidearm is carried by both Korean and U.S. forces as a backup
weapon. You start the game with a pistol and a SCAR assault rifle.
You can also pick up a second pistol to dual wield pistols akimbo.
When dual
wielding, you can fire off twice as many rounds before needing to
reload. The pistol can be fired either in single-shot, or 2-shot burst
mode. 2-shot burst allows you to deliver a double-tap with each
trigger pull, but also results in increased recoil pulling your aim
upward.
The pistol has decent stopping power; 3 or 4 shots should kill an
enemy solder. With the 2-shot burst, that's just 2 trigger pulls. You
also start the game with a silencer and a laser-aiming module for the
pistol, increasing it's accuracy when firing "from the hip".
Unfortunately, the pistol's lower rate of fire and lack of automatic fire
make it less potent in combat than an assault rifle.
Pistol ammo is less common than FY71 assault rifle ammo, but you'll
still usually find pistol ammo at all enemy weapon stockpiles, and
some enemies also drop pistols after being killed.
The pistol's not as useful as a primary weapon (such as a SCAR or
FY71 assault rifle), but you'll always carry them throughout the
game, so they make a decent backup weapon if you run low on
ammo for your two primary weapons.
ENEMY USAGE:
Pretty much every enemy soldier in the game carries a pistol as a
sidearm. If the ammo mag on their primary weapon runs out, and
you're still in their line of sight, enemies will sometimes whip out their
pistol and open fire on you instead of pausing to reload their primary
weapon. Enemy snipers also carry pistols, and will use them if you're
too close to safely fire at with the precision rifle. In the first couple of
missions, you'll also find a few unprepared enemies who are armed
only with a pistol. Enemies with pistols are the lowest priority threat,
but they can still kill you if you've been weakened by assault rifle fire.
==================
=PRIMARY WEAPONS:=
===============================================================================
SCAR:
Faction: U.S.A
Damage: Normal Rounds: 120
Grenade Launcher: 250
Rate of Fire: 700 rpm
Clip Size: 40 (+1 in the chamber)
Max Ammo: 280 + 41
Damage Drop: After 50 meters, 0.1 per meter
Attachments: (1) (2) (3) (4)
BRIEF BLURB:
The U.S. assault rifle, significantly better than its Korean counterpart
(the FY71). Does more damage, has a larger clip size, a higher rate
of fire, and is also slightly more accurate too. Can be used in short
bursts to pick off enemies at long range, or go full-auto to mow down
enemies at close range. Unfortunately, you won't be able to get
ammo for it for much of the game, which usually forces you to use
the FY71 instead. Makes a decent weapon in the later levels for
fighting aliens, though.
DETAILED DESCRIPTION:
The SCAR assault rifle is the standard weapon of the U.S. forces in
Crysis. You, your Delta Force squadmates, and almost all U.S.
Marines seen in the game carry one into combat. An ergonomic and
highly engineered weapon, it is superior to the North Korean FY71
assault rifle in every way; it has a higher rate of fire, greater stopping
power (50% stronger than the FY71), a larger clip size, and slightly
less bullet spread when firing in full-auto. Even heavily armored
enemy soldiers should drop after only 2 or 3 hits from the SCAR. In
fact, the SCAR's higher damage and rate of fire combine to let it do
almost twice as much damage over the same period of time as the
FY71 would. You start the game equipped with a SCAR assault rifle
and a pistol.
On a side note, the SCAR in Crysis seems to be modeled on the
canceled XM-8 assault rifle, rather than the actual SCAR-L assault
rifle.
With its high accuracy, the SCAR works well at long range for picking
off distant foes with short bursts. With its high rate of fire and
powerful bullets, it also works well at close to medium range for
mowing down enemies with full-auto fire in close quarters. It's one of
the most versatile weapons in the game.
The big drawback to the SCAR is that ammo for it is extremely rare
for most of the game, as you won't be finding any ammo for it on the
North Korean dominated island. You're pretty much limited to the
bullets you start with, plus a couple clips you can take off killed
teammates in the game's first level. As a result, you'll probably be
forced to use the FY71 instead once you run out of bullets for the
SCAR. SCAR ammo does become more common in the game's later
missions once U.S. forces are introduced to the conflict, but it's still
not nearly as common as FY71 ammo.
ENEMY USAGE:
None of your North Korean enemies are armed with this American
weapon, and obviously the aliens that show up later in the game
won't be using it either. The SCAR is, however, carried by practically
every U.S. Marine seen in the game. You can acquire SCARs and
SCAR ammo from U.S. stockpiles, and if a Marine dies you can get
their weapon from them.
=====
FY71:
Faction: North Korea
Damage: Normal Rounds: 80
Incendiary Rounds: 150
Grenade Launcher: 250
Rate of Fire: 620 rpm
Clip Size: 30 (+1 in the chamber)
Max Ammo: 300 + 31
Damage Drop: After 50 meters, 0.2 per meter
Attachments: (1) (2) (3) (4) (5)
BRIEF BLURB:
The Korean assault rifle; most of your enemies carry one, so ammo
for it is extremely common. Although not quite as good as the SCAR,
it is still a very good weapon that works well for close, medium, and
long range combat. It's got great accuracy and no recoil, and can be
used to snipe enemies at long range once you get a sniper scope.
This should serve you well as your primary weapon for most of the
game. For particularly tough enemies, you can load it with powerful
incendiary bullets.
DETAILED DESCRIPTION:
The FY71 assault rifle is the primary weapon used by the enemy
North Korean soldiers for most of the game. It's pretty much a
standard first-person shooter assault rifle. It holds 30 rounds per clip,
fires at 620 rounds per minute, and kills enemy soldiers in 3 or 4
shots. Modeled after the AK-47 series of assault rifles, it's a typical
signature weapon for military entertainment bad guys. The FY71 is a
rugged and reliable firearm; although it's not quite as good as the
U.S. SCAR assault rifle, it's still a great weapon that works well in
most situations.
Although not quite as good as the SCAR, the FY71 is still an assault
rifle. It's accurate, fast, and reasonably powerful. You can use it to
snipe enemies at long range (especially after you acquire a scope),
as well as to mow them down in close-quarters combat with full-auto
bursts. It makes a good primary weapon for most of the game.
Additionally, the FY71 can load powerful incendiary rounds, which do
even more damage than SCAR rounds. Unfortunately, incendiary
ammo is even harder to find than SCAR ammo, and only shows up
at select enemy stockpiles.
Since almost every enemy in the game carries one, and since ammo
for it is plentiful at enemy weapon stockpiles, you'll always have
plenty of FY71 ammo to work with. Note that in the last few Korean
missions (the end of Mission 4, and Missions 5 and 6) enemies stop
carrying the FY71 so much, primarily using the submachine gun
instead. As a result, you'll find less ammo for it in the field, although
FY71 ammo is still plentiful at enemy weapon stockpiles.
ENEMY USAGE:
The FY71 is carried by most of the enemy soldiers you'll encounter,
especially in the game's first few missions. Later in the game,
however, enemy soldiers seem to prefer the submachine gun,
especially those guarding enemy bases and headquarters.
Enemies are reasonably good with their FY71 assault rifles. They
can kill you in several hits, and are reasonably accurate shots even
as they spray you with automatic fire. Good use of cover and your
suit's abilities is essential for survival.
=====
Shotgun:
Faction: North Korea
Damage: Normal Spread: 50 x 10
Narrow Spread: 35 x 10
Rate of Fire: 60 rpm
Clip Size: 8
Max Ammo: 40 + 8
Damage Drop: After 15 meters, 2.0 per meter
Attachments: (2) (4)
BRIEF BLURB:
A powerful combat shotgun, great for mowing down enemies at close
to medium range. It's strong enough to kill enemy soldiers in just one
direct shot. It can be fired in either wide spread or narrow spread
mode. Wide-spread does more damage and allows you to hit a
larger area, while narrow spread is more accurate (you can actually
snipe enemies at several dozen feet away with it). It's surprisingly
effective for medium range run-and-gun combat, and in narrow
spread mode a single shot can be lethal up to several dozen feet.
Quite similar to the original Doom 1 & 2 shotgun, actually. The
shotgun also works very well against the Alien Troopers in the
game's later levels.
DETAILED DESCRIPTION:
A powerful combat shotgun, modeled after the Benelli M4 Super 90.
The shotgun packs a punch, firing a spread of 10 pellets that at close
range can kill any enemy soldier in one shot, or kill basic alien
enemies with 2 or 3 shots. Enemy soldiers often carry shotguns, and
you can acquire one about halfway through the game's first mission.
The shotgun can be fired in either wide or narrow firing mode. Wide
firing mode does more damage, but disperses the shells in a wider
spread. This is good for hitting fast-moving enemies at close range
(you don't have to be so accurate), but means you can't really hit
anything at medium to long range. Narrow firing mode fires a
narrower cone of pellets; it does less damage, but the narrow spread
allows you to accurately hit enemies even at longer range. When
aiming with a reflex sight or using a laser sight to increase accuracy,
the narrow spread lets you can kill enemy soldiers with just 1 or 2
shots even at several dozen feet away!
Unlike most other FPS shotguns, the Crysis shotgun isn't limited to
just close-quarters combat. It's also very effective for medium range
run-and-gun shooting, especially if equipped with an accuracy-
improving laser sight. In narrow spread mode, it's even effective
even at near-long range. It's great for clearing out enemy bases, or
any other sort of combat that takes place at less than 100 feet. Even
running around firing from the hip, you can still mow down enemy
soldiers at medium range with just a single shot. The shotgun is also
great for killing the fast-moving, melee-focused Alien Troopers in the
game's later levels.
Ammo for the shotgun is pretty common; enemies often drop
shotguns, and shotgun ammo is quite common at enemy weapon
stockpiles.
ENEMY USAGE:
Many enemies carry shotguns; and ever squad of enemy soldiers
usually has at least 2 or 3 guys with shotguns. When used by
enemies, the shotgun really isn't much stronger than an assault rifle.
A close-range blast from an enemy shotgun does only slightly more
damage than an assault rifle bullet. Also, most of the game takes
place at medium to long range, where the shotgun's lethality is
reduced somewhat by distance. When enemies use the shotgun,
their pellet spread is pretty wide; they still do decent damage at
medium range, and it's easy for them to hit you, but at least they
won't be quite as lethal as automatic fire from an assault rifle.
=====
Submachine Gun:
Faction: North Korea
Damage: 45
Rate of Fire: 950 rpm
Clip Size: 50 (+1 in the chamber)
Max Ammo: 350 + 51
Damage Drop: After 25 meters, 0.5 per meter
Attachments: (1) (2) (4)
BRIEF BLURB:
A fast-firing submachine gun, designed for close-to-medium range
combat. Has a higher rate of fire than an assault rifle, as well as a
fast reload speed and a larger clip size; however it doesn't work as
well at long range, and the bullets are significantly less damaging.
The SMG also suffers from recoil, and will drift upwards during
automatic fire. It's not quite as good as the FY71 assault rifle, but
ammo for it is very common in the later Korean levels, since most
KPA soldiers start to use it instead of the FY71 as their primary
weapon.
DETAILED DESCRIPTION:
The submachine gun is a compact weapon with a very high rate of
fire, designed for spraying out a high volume of bullets in close-to-
medium range combat. It seems to be modeled on the MP7 PDW
(seen in Half Life 2), but larger in size. Korean forces begin carry
submachine guns by the game's 3rd mission.
The submachine gun has a higher rate of fire, a faster reload speed,
and a larger clip size than an assault rifle, allowing you to spray a
higher volume of bullets during automatic fire. On the downside, the
individual bullets are weaker than those of an assault rifle (it takes
about 4 to 6 shots to kill an enemy soldier), and the submachine gun
is also less accurate, largely limiting it to close or medium range
combat. The submachine gun's high rate of fire also gives it quite a
bit of recoil; unlike an assault rifle, the submachine gun's aim will
climb upward during automatic fire due to the recoil.
The submachine gun's weaker bullets actually undermine its higher
rate of fire and clip size; it does less damage over the same period of
time as a SCAR or FY71 assault rifle would, as well as less damage
with a full clip of fire. Still, it's by no means bad, and works well for
close-quarters room-clearing, or mowing down enemies at medium
range. I suppose it's a good backup weapon if you run low on assault
rifle ammo. Just don't try sniping with it. Note that, while the
submachine gun works fine against standard Korean soldiers, it is
markedly less effective than an assault rifle against stronger
enemies, such as Nanosuit Soldiers or Alien Troopers.
Submachine gun ammo is less common than FY71 ammo for the
game's first few missions, although you can still get some at many
enemy weapon stockpiles. From the end of Mission 4 onwards,
enemies begin carrying submachine guns almost exclusively instead
of FY71 assault rifles, so submachine gun ammo suddenly becomes
much more common than FY71 ammo.
ENEMY USAGE:
Submachine guns are first seen near the beginning of Mission 3:
Relic, wielded by KPA Elite Special Forces soldiers who are sent to
the Korean HQ base as reinforcements during your attack. While
enemy soldiers usually carry FY71 assault rifles or shotguns, they'll
sometimes use submachine guns instead.
From the end of Mission 4: Assault, enemies seem to swap the FY71
assault rifle for the submachine gun as their primary weapon of
choice. Pretty much every enemy in the harbor HQ at the end of
MIssion 4 carries a submachine gun instead of a FY71 rifle; the
same is true of most of the enemy soldiers in MIssion 6: Awakening.
=====
Precision Rifle:
Faction: North Korea
Damage: 250
Rate of Fire: 44 rpm
Clip Size: 10 (+1 in the chamber)
Max Ammo: 30 + 11
Damage Drop: None
Attachments: (2) (4)
BRIEF BLURB:
The precision rifle is essentially a bolt-action sniper rifle. There's a
delay of 1.36 seconds between each shot to bolt the next bullet into
the chamber. It's very accurate, and the damage done by its bullets
doesn't decrease over distance. A single shot to the chest is enough
to kill any standard enemy soldier (even those wearing armor),
however a shot to the limbs will knock them to the ground, but leave
them still alive with a small amount of health. The precision rifle is a
good 1-shot, 1-kill weapon for picking off enemies at long range once
you get a sniper scope, but ammo for it is pretty uncommon.
DETAILED DESCRIPTION:
The precision rifle is a sniper rifle modeled on the H&K PSG-1.
Unlike the PSG-1, the precision rifle is bolt-action, so you'll have to
manually bolt a new round into the chamber after each shot, result in
a delay of about 1.36 seconds between each shot. A powerful
weapon, the precision rifle can kill any standard enemy soldier (even
heavily armored ones) with a single round to the chest. A round to
the limbs won't be fatal, but will seriously injure an enemy soldier as
well as be powerful enough to knock them down on the ground for
several seconds.
Extremely accurate, the precision rifle is designed for long-range
combat. With a sniper scope, you can zoom in on enemies at long
range, and pick them off from safely outside their effective range of
fire. You first acquire a sniper rifle in Mission 2: Recovery, but it'll
only be equipped with an assault scope, which doesn't zoom far
enough for the precision rifle to be used to optimum effect. Only
when you get a sniper scope in Mission 3: Relic does the precision
rifle really shine.
Unfortunately, precision rifle ammo is quite rare. You often won't find
any at enemy weapon stockpiles, so the only way to replenish your
ammo is to kill enemy snipers and take their weapons. This is a
shame, because the one-hit kill, long-range nature of the precision
rifle makes it a fun weapon to use.
Ultimately, the precision rifle is useful to carry, but the scarcity of
ammo prevents you from using it as much as you'd like. Also, once
you get a sniper scope, you can snipe enemies pretty well with short
bursts from your assault rifle, so you don't actually NEED the
precision rifle for anything. It just does the job a bit better (with 1-hit
kill shots to the chest at any range, whereas the assault rifle needs
several shots at longer range to do the job).
ENEMY USAGE:
The precision rifle is only used by enemy snipers, and enemy
Nanosuit Soldiers. It is VERY powerful; in Armor Mode, a single hit
will knock off all your armor as well as more than half of your health,
and a second shot will kill you. In any other mode, a single shot is
fatal if the enemy manages to land a headshot or torso shot on you.
Enemies are also extremely accurate with it, and will always hit you
even at a few hundred meters away if you just stand still. To survive
against snipers, you'll need to keep moving, find cover, and counter-
snipe them before they can kill you.
CRYSIS WARHEAD NOTES:
In Crysis: Warhead, the precision rifle is carried by several North
Korean Snipers as well as several North Korean Nanosuit Soldiers.
Fortunately, enemies do much less damage with the precision rifle in
Warhead than they did in the original Crysis (80 damage in Warhead
compared to 250 damage in Crysis) and it takes about 5 shots from
their weapons to kill you in Armor Mode (which gives you plenty of
time to cloak or dive for cover). As a result, enemy snipers are no
longer the 1-or-2-hit-kill major threats they were in the original game,
which makes fighting them much easier.
=====
Gauss Rifle:
Faction: U.S.A.
Damage: 500
Rate of Fire: 30 rpm
Clip Size: 5 (+1 in the chamber)
Max Ammo: 20 + 6
Damage Drop: None
Attachments: (2) (4)
BRIEF BLURB:
The gauss rifle operates similarly to a railgun, firing a metal slug at
supersonic speeds and leaving a blue contrail in its wake. It has a
slow rate of fire (with a delay of 2 seconds between each shot), but is
very powerful. It can kill KPA soldiers or Alien Troopers in 1 shot, or
kill light armor vehicles, Nanosuit Soldiers, or Alien Scouts in just 2
shots. Unfortunately, it's no use against heavy armored vehicles
such as helicopters, tanks, or APCs. Functionally, it's very much a
more powerful version of the sniper rifle. It's kind of overkill against
KPA soldiers, but works very well in the game's later levels for
shooting down Alien Scouts (against whom it's probably your best
weapon).
DETAILED DESCRIPTION:
A high-tech future weapon used exclusively by U.S. forces, the
gauss rifle fires a large metal slug at supersonic speeds for massive
damage against whatever it ends up hitting. If you shoot a human
being with it, expect their body to be blown a couple dozen feet
through the air. In gameplay terms, it's a railgun (in fact it's
appearance and firing animation is surprisingly similar to the old Red
Faction railgun). The gauss rifle has a relatively slow rate of fire
(there's a 2 second delay between each shot), but it's very powerful;
it kills standard enemy soldiers in 1 shot and light enemy vehicles
(such as LTVs or Patrol Boats) in 2 or 3 shots. It also kills Alien
Troopers in 1 shot, and Alien Scouts in just 2 shots. Unfortunately,
it's a heavy weapon that slows you movement rate down somewhat.
You first acquire a gauss rifle at the end of Mission 5: Onslaught,
from a U.S. supply drop.
Like the precision rifle, the gauss rifle serves as a sniping weapon for
long-range combat. It's designed for use against infantry and light
vehicles. Unfortunately, it has no effect against heavier enemy
vehicles (you can't shot down helicopters or blow up tanks with it). It
is, however, fairly effective even against the large alien
warmachines. The gauss rifle is THE BEST WEAPON for taking out
Alien Scouts, and you should always carry one in the last couple of
missions solely for fighting Alien Scouts with.
Gauss ammo is pretty rare, especially when you first acquire it.
However, a single gauss ammo pickup usually gives you the
maximum 20 rounds you can carry. Gauss ammo is also more
common in the last couple missions of the game, especially in areas
where you really need it (i.e. for fighting swarms of Alien Scouts).
ENEMY USAGE:
Fortunately, no enemy Korean soldiers will ever get their hands on a
gauss rifle. However, you'll occasionally see U.S. Marines fighting
with gauss rifles against the aliens in the game's last couple of
missions. Unfortunately, this is mostly for show, as the game is
designed so that Marines' attacks do very little damage to most of
the larger alien warmachines.
CRYSIS WARHEAD NOTES:
In Crysis: Warhead, a handful of North Korean soldiers are equipped
with gauss rifles captured from fallen U.S. Marines. These guys are
extremely dangerous, and can kill you in a single direct hit even if
you're at full health and armor. You need to kill them quickly before
they can kill you (Cloak Mode helps a lot in this regard). Fortunately,
these guys are extremely rare, and there are only about 3 of them in
the entire game.
=====
Minigun:
Faction: North Korea
Damage: 90
Rate of Fire: 1200 rpm
Clip Size: 500
Max Ammo: 500 + 500
Damage Drop: After 50 meters, 0.2 per meter
Attachments: (2)
BRIEF BLURB:
The minigun is pretty much what you'd expect; it has an extremely
high rate of fire, but average to below-average accuracy. As a result,
it lets you spray out an incredible amount of bullets, but you can't
precision target specific enemies at long range with it. It also has a
very slight spin-up time, which causes a small delay between when
you press the fire button and when the gun actually begins to fire.
The minigun also slows you down when you have it equipped.
Overall, I don't really recommend it, as I prefer the more accurate
and versatile assault rifles instead. Your mileage may vary. It's only
available in 2 of the game's 11 missions anyway.
DETAILED DESCRIPTION:
The Hurricane minigun is exactly what it sounds like; a huge spinning
minigun that spits out powerful bullets at an incredible rate of fire.
The minigun does more than twice as much damage over the same
period of time as the FY71 assault rifle, and can shred multiple
enemy soldiers very quickly. On the downside, there's a split-second
spin-up time before the minigun begins firing, and its accuracy is
rather low. Also, the longer you fire the minigun, the wider the bullet
spread becomes. The minigun is also heavy, and will cause your
movement speed to slow down while you have it equipped.
The minigun's performance can be improved when firing in strength
mode; in strength mode, it won't weigh down your movement speed,
and the bullet spread is reduced as your increased strength lets you
hold the weapon more steadily during automatic fire.
In the single-player campaign, the minigun is actually only available
in Mission 6: Awakening, and Mission 11: Reckoning. Ammo for it is
actually reasonably findable in the levels where it is available; every
minigun ammo pickup gives you 500 bullets, and you can find ammo
in weapon stockpiles or from killed enemy Nanosuit Soldiers.
I actually prefer the precision of the assault rifle over the
indescriminate mass damage of the minigun, but your personal
mileage may vary.
ENEMY USAGE:
The minigun is so heavy that a normal human soldier can't possibly
wield it. As a result, it is used exclusively by elite enemy Nanosuit
Soldiers. You'll face a total of 6 Nanosuit Soldiers armed with
miniguns, although fortunately only 1 or 2 at a time will fight you at
once.
When wielding the minigun, enemy Nanosuit Soldiers have a very
high rate of fire, but reduced (yet still decent) accuracy at long range.
Still, they're a walking machinegun turret and can cut you to pieces
with a second or two of constant fire. Firing from cover and/or using
cloak to get the drop on them is essential for victory.
CRYSIS WARHEAD NOTES:
Minigun-wielding Nanosuit Soldiers do not appear in Crysis:
Warhead, so you won't see any enemies wielding the minigun
against you. You can, however, find one or two miniguns laying
around in enemy weapon stockpiles, but it and ammo for it are
extremely rare.
=====
Alien MOAC:
Faction: Aliens
Damage: 150
Rate of Fire: 800 rpm
Clip Size: 5 seconds of constant fire before overheating
Max Ammo: Infinite
Damage Drop: None
Attachments: (2)
BRIEF BLURB:
The Alien MOAC fires ice shards, and functions essentially like an
alien minigun. It has a high rate of fire, a split-second spin-up time,
significant bullet spread at long range, etc. The big advantage of the
MOAC is that it has inifinite ammo, but will overheat after 5 seconds
of continuous fire, requiring it to cool down for a second or two
before you can fire it again. It's a decent weapon for fighting Alien
Troopers and Alien Scouts with. As with the minigun, it's only
available in 2 of the game's 11 missions.
DETAILED DESCRIPTION:
The alien MOAC (MOlecular ACcelerator) is a large alien cannon
that rapid-fires damaging shards of ice at high speed. In size, shape,
and behavior, it's very much like an alien minigun. It even has a split
second "spin-up time" before it begins firing. The MOAC is more
accurate than the minigun, and doesn't suffer from increasing spread
during full-automatic fire. The MOAC also has infinite ammo, but
overheats after 5 seconds of constant firing, requiring a second or
two to cool down before it can fire again. Like the minigun and gauss
rifle, the MOAC is rather heavy, and slows your movement rate down
somewhat.
Prophet appears out of nowhere wielding a MOAC in the middle of
Mission 8: Paradise Lost, and gives it to you soon afterwards. In the
singleplayer campaign, the MOAC is only available to you in Mission
8 and Mission 9.
Unfortunately, the aliens are pretty resistant to their own weapons.
Alien Troopers only take 30% damage from the MOAC (45 damage
per shot), and Alien Scouts take only 40% damage from it (60
damage per shot). Then again, the aliens have partial resistance to
most other weapons too. The MOAC still works decently well against
aliens due to its high rate of fire; you can kill Alien Troopers with a
couple seconds of constant fire, and Alien Scouts can be shot down
with about 2 or 3 full 5-second bursts.
The MOAC's got infinite ammo, and it works decently well against
Troopers and Scouts, so you might as well use it while you have it.
Switch to the gauss rifle for shooting down Scouts once it becomes
available, though, since it's much more effective than the MOAC
against Scouts.
ENEMY USAGE:
Although no-one except Prophet and yourself will wield the player-
usable version of the alien MOAC, most aliens and alien
warmachines are equipped with their own versions of the MOAC,
which they use to rapid-fire ice shard bullets at you.
CRYSIS WARHEAD NOTES:
The usable version of the MOAC does not appear in Crysis:
Warhead. Enemy Alien Troopers are still equipped with their own
version of the MOAC to fight you with, though.